02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
02 - Iron Kingdoms W.. - Captain Spud Is Amazing
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108.1.141.197<br />
Steam & Sails<br />
Many sailors have ventured out in a fool’s attempt<br />
to cross Meredius. None have returned, and what<br />
pieces of flotsam come back on the tide are the sole<br />
remains of such adventurous explorers. Being a sailor<br />
on the ever-swirling seas is a task that requires great<br />
skill and perseverance. Caen’s three moons cause<br />
strange happenings in the tides, and a green navigator<br />
who does not plan for the pull of the lunar trio can<br />
find his ship run up on savage rocks that were well<br />
beneath the foam just moments before. With luck most<br />
foul, one could end up sailing off into the unknown<br />
reaches of the seas to be lost in the endless black of the<br />
oceans—a horror many sailors bless themselves against<br />
each night as they bed down until morning. It takes a<br />
great, strong heart to join a ship’s crew, for this one<br />
simple fact rules sailing Meredius above all others: to<br />
brave the mysterious, fathomless depths of the Black is<br />
to face certain death on the open seas.<br />
Only the Orgoth have managed to cross her<br />
when they invaded Immoren centuries past, and she<br />
swallowed them up again once they left these lands.<br />
No sailor of Immoren has managed the same feat.<br />
Ships, cargos, exploratory flotillas, and warships have<br />
all met with the same fate—crushed by the dark,<br />
mountainous waves. No one alive today knows what<br />
lies on the other side, but wild-eyed sailors tell tales of<br />
monstrous creatures and wild natives just as often as<br />
stories about cities of gold filled with untold wealth.<br />
Winds of War<br />
With rising tensions and inCreased aCtivity by Cryxian<br />
raiders, the seas around Western immoren have beCome far<br />
more dangerous of late. Certainly Cygnar, ord, and khador<br />
have all stepped up their naval patrols mainly in an effort<br />
to interCept Cryxian raiders, but piraCy has also inCreased.<br />
raiders from Cryx ply the Waters throughout the broken<br />
Coast, menite galleys raid Cygnaran trade routes and strike<br />
against lone Cygnaran naval vessels, and ordiC freesails and<br />
privateers Challenge pirates and merCarian traders alike.<br />
through it all only one thing remains Constant—the sea of<br />
a thousand souls Continues to feast.<br />
We sailors is probably the only blokes in the whole of the kingdoms gots any respect left for the<br />
Orgoth. Mind ye, they were bloody folk, and devilish… but by Doleth’s salty beard, they could<br />
sail! They managed to do what none of us this side of the Black could. They crossed Meredius.<br />
No steam, no mechstuff, nothing but sails, rope, sweat, and blood—that’s how they braved the<br />
deep. And I’ll wager they haven’t forgotten us. No, I’ll wager they’re just waitin’. Waitin’ to sail<br />
back over that there horizon and show us what-for. A dark day, that’ll be…a dark day indeed.<br />
—Halford Bray (male Ryn Ftr7/Exp5), captain of the steamship Palaxis<br />
Today, the leading concerns of sailors close to the<br />
coast of western Immoren are the politics of man, the<br />
hungry bite of the Dragonfather, and the riches to be<br />
gained by braving the waves. Llael is the only human<br />
nation that does not have some sort of an ocean-going<br />
presence. Three of the kingdoms have longstanding<br />
traditions of maritime activity while the Protectorate<br />
is a relative newcomer. Ord’s sailing tradition harkens<br />
back to a time well before the Occupation to the days<br />
when Tordoran galleys dominated the straits and bays.<br />
While Cygnar and Khador have more resources to<br />
expend in the development of their navies, the older<br />
Ordic ships are still maintained and sailed with a skill<br />
born from centuries of men who know little else but<br />
planks, sails, and rigging.<br />
Cryx is another matter entirely. Toruk’s black claws<br />
extend to all the reaches of the sea, from the warm<br />
waters of the Cygnaran Gulf to the farthest, ice-choked<br />
fjords of the Windless Waste. Piracy abounds and is in<br />
many ways a national industry of Cryx. Stolen goods<br />
fill the markets of Blackwater and Skell, and nations<br />
have been known to pay exorbitant ransoms for the<br />
return of national treasures. The pirates of Cryx, while<br />
all nominally independent, know the value of having<br />
a safe harbor to which to return, and they pay their<br />
tithes accordingly. The influx of coin from both the<br />
tithes and the piracy of the Scharde <strong>Is</strong>lands likely fuels<br />
World Guide 99